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OpenRA/mods/cnc/maps/gdi06/gdi06.lua
let5sne.win10 9cf6ebb986
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Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 21:46:54 +08:00

192 lines
4.8 KiB
Lua

--[[
Copyright (c) The OpenRA Developers and Contributors
This file is part of OpenRA, which is free software. It is made
available to you under the terms of the GNU General Public License
as published by the Free Software Foundation, either version 3 of
the License, or (at your option) any later version. For more
information, see COPYING.
]]
IslandSamSites = { SAM01, SAM02 }
NodBase = { PowerPlant1, PowerPlant2, PowerPlant3, PowerPlant4, PowerPlant5, Refinery, HandOfNod, Silo1, Silo2, Silo3, Silo4, ConYard, CommCenter }
FlameSquad = { FlameGuy1, FlameGuy2, FlameGuy3 }
FlameSquadRoute = { waypoint4.Location, waypoint12.Location, waypoint4.Location, waypoint6.Location }
FootPatrol1Squad = { MiniGunner1, MiniGunner2, RocketSoldier1 }
FootPatrol1Route =
{
waypoint4.Location,
waypoint12.Location,
waypoint13.Location,
waypoint3.Location,
waypoint2.Location,
waypoint7.Location,
waypoint6.Location
}
FootPatrol2Squad = { MiniGunner3, MiniGunner4 }
FootPatrol2Route =
{
waypoint14.Location,
waypoint16.Location
}
FootPatrol3Squad = { MiniGunner5, MiniGunner6 }
FootPatrol3Route =
{
waypoint15.Location,
waypoint17.Location
}
FootPatrol4Route =
{
waypoint4.Location,
waypoint5.Location
}
FootPatrol5Squad = { RocketSoldier2, RocketSoldier3, RocketSoldier4 }
FootPatrol5Route =
{
waypoint4.Location,
waypoint12.Location,
waypoint13.Location,
waypoint8.Location,
waypoint9.Location,
}
Buggy1Route =
{
waypoint6.Location,
waypoint7.Location,
waypoint2.Location,
waypoint8.Location,
waypoint9.Location,
waypoint8.Location,
waypoint2.Location,
waypoint7.Location
}
Buggy2Route =
{
waypoint6.Location,
waypoint10.Location,
waypoint11.Location,
waypoint10.Location
}
HuntTriggerActivator = { SAM03, SAM04, SAM05, SAM06, LightTank1, LightTank2, LightTank3, Buggy1, Buggy2, Turret1, Turret2 }
AttackCellTriggerActivator = { CPos.New(57,26), CPos.New(56,26), CPos.New(57,25), CPos.New(56,25), CPos.New(57,24), CPos.New(56,24), CPos.New(57,23), CPos.New(56,23), CPos.New(57,22), CPos.New(56,22), CPos.New(57,21), CPos.New(56,21) }
AttackUnits = { LightTank2, LightTank3 }
KillCounter = 0
WorldLoaded = function()
GDI = Player.GetPlayer("GDI")
Nod = Player.GetPlayer("Nod")
InitObjectives(GDI)
if Difficulty == "easy" then
CommandoType = "rmbo.easy"
KillCounterHuntThreshold = 30
elseif Difficulty == "hard" then
CommandoType = "rmbo.hard"
KillCounterHuntThreshold = 15
else
CommandoType = "rmbo"
KillCounterHuntThreshold = 20
end
DestroyObjective = AddPrimaryObjective(GDI, "destroy-nod-building")
Trigger.OnKilled(Airfield, function()
GDI.MarkCompletedObjective(DestroyObjective)
end)
Utils.Do(NodBase, function(structure)
Trigger.OnKilled(structure, function()
GDI.MarkCompletedObjective(DestroyObjective)
end)
end)
Trigger.OnAllKilled(IslandSamSites, function()
TransportFlare = Actor.Create('flare', true, { Owner = GDI, Location = Flare.Location })
Reinforcements.ReinforceWithTransport(GDI, 'tran', nil, { lstStart.Location, TransportRally.Location })
end)
Trigger.OnKilled(CivFleeTrigger, function()
if not Civilian.IsDead then
Civilian.Move(CivHideOut.Location)
end
end)
Trigger.OnKilled(AttackTrigger2, function()
Utils.Do(FlameSquad, function(unit)
if not unit.IsDead then
unit.Patrol(FlameSquadRoute, false)
end
end)
end)
Trigger.OnEnteredFootprint(AttackCellTriggerActivator, function(a, id)
if a.Owner == GDI then
Utils.Do(AttackUnits, function(unit)
if not unit.IsDead then
unit.AttackMove(waypoint10.Location)
end
end)
Trigger.RemoveFootprintTrigger(id)
end
end)
Utils.Do(HuntTriggerActivator, function(unit)
Trigger.OnDamaged(unit, function()
Utils.Do(Nod.GetGroundAttackers(), IdleHunt)
end)
end)
Trigger.AfterDelay(5, function()
Utils.Do(Nod.GetGroundAttackers(), function(unit)
Trigger.OnKilled(unit, function()
KillCounter = KillCounter + 1
if KillCounter >= KillCounterHuntThreshold then
Utils.Do(Nod.GetGroundAttackers(), IdleHunt)
end
end)
end)
end)
Utils.Do(FootPatrol1Squad, function(unit)
unit.Patrol(FootPatrol1Route, true)
end)
Utils.Do(FootPatrol2Squad, function(unit)
unit.Patrol(FootPatrol2Route, true, 50)
end)
Utils.Do(FootPatrol3Squad, function(unit)
unit.Patrol(FootPatrol3Route, true, 50)
end)
Utils.Do(FootPatrol5Squad, function(unit)
unit.Patrol(FootPatrol5Route, true, 50)
end)
AttackTrigger2.Patrol(FootPatrol4Route, true, 25)
LightTank1.Move(waypoint6.Location)
Buggy1.Patrol(Buggy1Route, true, 25)
Buggy2.Patrol(Buggy2Route, true, 25)
Camera.Position = UnitsRally.CenterPosition
Media.PlaySpeechNotification(GDI, "Reinforce")
ReinforceWithLandingCraft(GDI, { CommandoType }, lstStart.Location, lstEnd.Location, UnitsRally.Location)
end
Tick = function()
if DateTime.GameTime > DateTime.Seconds(5) and GDI.HasNoRequiredUnits() then
GDI.MarkFailedObjective(DestroyObjective)
end
end